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Rules and Regulations 
With Score Card 

Copyrighted, Lynch-Whist 1909 
Copyrighted, Joffre-Whist 1915-16 



NEW YORK 

Edgar Printing and Stationery Co 
68 West 39th Street 



APR 25 1916 

©PI.A430560 



PREFACE 



This game was invented in 1909 and 
called Lynch-Whist and renamed Joffre 
Whist in 1914. The score has been changed 
from the original to subordinate the saving 
of honors to the winning of tricks; and to 
preserve the science of Whist, with the 
added interest that Joffre-Whist gives. 

The values of the suits have been ar- 
ranged for bidding. 

Spades and Diamonds are placed below 
Clubs and Hearts as they contain Joffre, 
which more nearly equalizes their trump 
value. 

The following Principles and Rules are 
taken from Whist, with such changes as 
Joffre-Whist calls for and are given in a 
concise form, so as to be convenient for the 
"Joffre" student. 

Eixiott Lynch. 

New York City, 
April, 1916. 

5 



GENERAL PRINCIPLES. 



The two most important matters in 
Joffre- Whist are, to make the best use of 
any combination of cards that you may 
hold, an dto give information to your part- 
ner. 

All Whist rules and leads govern Joffre 
except when otherwise stated. 
Cut and deal as in Whist. 
Cards rank Ace high to Deuce low. 

MAKING TRUMPS. 

Players bid to make the trump, announc- 
ing the trump they bid on. Dealer starts 
by bidding one or more, according to the 
number of tricks he can win over six, or 
passes to player on left. Each player has 
the opportunity of bidding, passing, or rais- 
ing partner's bid. Bidding is closed on 
reaching the highest bid. Players making 
trump, failing to score the number of tricks 
bid, opponents score Reversed tricks. 

6 



Bid on the suit that will win the greater 
number of tricks regardless of value. 

The following combination of cards are 
safe to bid on : 

6 cards including 1 honor. 

5 " 2 honors. 

4 " " Ace, King, Queen. 

BIDS. 

Bids are to inform your partner what you 
hold in your hand. The dealer may bid or 
pass. To win the trump a player must bid 
a higher suit or a greater number of tricks. 
If the dealer passes the second player 
should bid as though he were dealer. 

An original bid of one should contain 
Ace or King, with five or more in suit. 

An original bid of two means length but 
not strength or a suit containing four 
honors. 

Holding only one card in suit partner is 
bidding on, bid on your strongest suit to 
inform partner your weakness in his suit. 

t 



Do not raise partner's bid unless you hold 
two or more cards in his suit and two out- 
side tricks. 

Pass when your adversaries bid on a suit 
that you are strong in. 

A singleton is worth one trick. 

A suit void is worth two tricks. 

TRUMP ATTACK. 
Players bidding on trump attack must 
name the suit they bid on; example: One 
trump attack on clubs ; two trump attack 
on spades, etc; a successful trump attack 
on any suit raises the score value of that 
suit to IS. 

Bid for a trump attack when you have 
Three suits protected, 
Two Aces and a guarded King, 
Three Aces. 
Bid on the suit that will force out trumps 
and establish your suits. 

Partners making trump attack must open 
with trumps and must lead three rounds of 
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trumps before changing to a plain suit, un- 
less adversaries' trumps are exhausted. 
Player on left of maker leads. Play as in 
Whist. 

HONORS. 

Trump Honors are Ace, King, Queen and 
Jack of Trumps, and score the partners 
winning them. 

Royal honors are four honors of a kind 
and score the partners winning them. 

JOFFRE. 

Partners winning 10 of diamonds and 2 
of spades score. No score for split JofTre. 

LEADS. 

Leads are to inform your partner what 
you hold in the suit. 

ACE LEADS. 

Ace and King, lead the Ace. 
" " four cards, lead the Ace 
" Queen, and Jack, lead the Ace, 

9 



KING LEAD. 
King, Queen, lead the King. 

QUEEN LEAD. 
Queen, Jack, Ten, lead the Queen. 

JACK LEAD. 
King, Queen, Jack and two others, lead 
the Jack. 

TEN LEAD. 
King, Jack, Ten, lead the Ten. 

SMALL CARD LEAD. 
Fourth best in the longest suit that has 
an honor. 

SHORT SUITS. 

A short suit contains less than four cards. 

In a short suit without an honor lead the 
highest card below the Ten. 

Never lead a short suit, if you have four 
trumps, unless your trumps are weak. 

LEADING FROM A SEQUENCE. 
A sequence is composed of two or more 
10 



cards with at least two honors that touch, 
as : 

Ace, King, Queen and others. 
King, Queen, Jack " 
Queen, Jack, Ten " 
Lead the highest card, followed by the 
lowest. 

TENACE. 
A Tenace is composed of the best and 
third best card of any suit ; let the suit come 
up to you and finesse with the third best 
card, by playing it and hold the best card 
to control the suit. 

In a weak suit lead the highest card. 

In a long suit, without an honor, lead the 
highest card below the Ten. 
When you lead a high card and do not fol- 
low with another high card, lead your 
fourth best. 

If you hold the best card of your part- 
ner's suit, lead it before opening your own. 

II 



On the second round of any plain suit, 
play the best card, if you hold it. 

Lead your highest card when returning 
your partner's suit. 

Never lead up to a strong adverse hand. 

Never lead trumps up to the maker. 

Never lead low from an Ace. 

DISCARDING. 

Discard from your longest suit, if the 
adversaries lead out rtumps. In all other 
leads, discard from your short suit. Dis- 
card unguarded Honors and Joffre on your 
partner's tricks, as they score the partners 
winning them. 

A revoke deducts 15 points. 

Game: 100 Points. 

Rubber: Best two out of three games. 



12 



JOPFRB-WHIST GAMES. 



STRAIGHT JOFFRE. 
Straight Joffre is played by the same 
partners throughout the game. 

CIRCUIT JOFFRE. 
In playing Circuit Joffre, partners are 
changed after each game of four hands, for 
three games. 

PROGRESSIVE JOFFRE. 
Progressive Joffre is played with three or 
more tables. Partners scoring highest ad- 
vance to the next table after each game of 
four hands. 

THE RUBBER. 
Partners are changed after winning two 
out of three games of 100 points. 

DUPLICATE JOFFRE. 
Duplicate Joffre is played with eight 
13 



duplicate boards, the same as Duplicate 
Whist. On the original play the arrow 
points North; as each hand is played the 
maker turns up a trump card, and returns 
the hand to the pocket of the tray, leaving 
the trump exposed for the return game. 

On the duplicate play, the arrow points 
East, and hand B plays hand A, and hand 
A plays hand B. 

The location of the exposed card in each 
board, locates the maker, and the trump to 
be played. 

MAKING TRUMPS IN DUPLICATE 
JOFFRE. 

Dealer declares trump, or passes to play- 
er on left. 

Player on left failing to make trump, 
dealer's partner must declare. 
Player on left of maker leads. 

14 



VALUE OF TRICKS IN 
JOFFRE-WHIST. 



1 


9 


10 


11 


12 


15 


2 


18 


20 


22 


24 


30 


3 


27 


30 


33 


36 


45 


4 


36 


40 


44 


48 


60 


5 


45 


50 


55 


60 


75 


6 


54 


60 


66 


72 


90 


7 


63 


70 


77 


84 


105 


Slam 


118 


125 


132 


139 


160 



WHAT TO AVOID IN PLAYING 
JOFFRE. 

Avoid continually looking at your hand, 
keep your eyes on the table and note 
the cards played. 

Avoid holding trumps too long. 

Avoid an original lead of a low singleton. 

Avoid over bidding your hand. 

Avoid Over-looking the fact that you have 
a partner. 

Avoid forgetting the bids. 

Avoid passing a trick when you can take it, 
unless you have reasons for refus- 
ing it. 

Avoid misleading your partner by your 
bidding or your leads. 

Avoid conversation during play. 

16 



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